Revision e77e6de by Tamito Kajiyama November 9, 2008, 13:14 (GMT) |
Made changes to enable features line parameters (ridges/valleys and suggestive contours) and add corresponding UI controls to the Freestyle tab in the Scene buttons. |
Revision 4caedd3 by Campbell Barton November 9, 2008, 12:59 (GMT) |
Perspective mode painting works again SeamBleed in perspective mode mostly working (some small artifacts but generally looks ok) Added BarycentricWeightsPersp2f and BarycentricWeightsSimplePersp2f for getting weights from verts with perspective matrix applied. |
Revision 7403fc9 by Campbell Barton November 9, 2008, 04:08 (GMT) |
triangles were could not be painted onto at all (serves me right for testing with subsurf) |
Revision 74d1a04 by Campbell Barton November 9, 2008, 02:47 (GMT) |
changes to projection painting * initializing a bucket only initializes pixels from that bucket (was initializing all pixels in intersecting faces before which made large faces slow to paint onto) * removed scanline functions, they are not as useful when initializing small areas. * UV seam checking also sets the seam flag on the adjacent face to avoid double lookups. TODO - uv seam bleed doesn't work in perspective mode. |
November 9, 2008, 01:16 (GMT) |
Point Density texture: colouring This introduces a few new ways of modifying the intensity and colour output generated by the Point Density texture. Previously, the texture only output intensity information, but now you can map it to colours along a gradient ramp, based on information coming out of a particle system. This lets you do things like colour a particle system based on the individual particles' age - the main reason I need it is to fade particles out over time. The colorband influences both the colour and intensity (using the colorband's alpha value), which makes it easy to map a single point density texture to both intensity values in the Map To panel (such as density or emit) and colour values (such as absorb col or emit col). This is how the below examples are set up, an example .blend file is available here: http://mke3.net/blender/devel/rendering/volumetrics/pd_test4.blend The different modes: * Constant No modifications to intensity or colour (pure white) * Particle Age Maps the color ramp along the particles' lifetimes: http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_partage.mov * Particle Speed Maps the color ramp to the particles' absolute speed per frame (in Blender units). There's an additional scale parameter that you can use to bring this speed into a 0.0 - 1.0 range, if your particles are travelling too faster or slower than 0-1. http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_speed.mov * Velocity -> RGB Outputs the particle XYZ velocity vector as RGB colours. This may be useful for comp work, or maybe in the future things like displacement. Again, there's a scale parameter to control it. http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_velrgb.mov |
Revision c3b12b5 by Tamito Kajiyama November 8, 2008, 23:56 (GMT) |
Fixed a bug in Nature_Type and BPy_Nature_from_Nature() that broke all nature-related functionalities (e.g. pyNatureUP1D() and CurveNatureF1D()). |
Revision f0a23dc by Martin Poirier November 8, 2008, 22:05 (GMT) |
Generalized unique_editbone_name to be useable if a name change after the bone has been added to the list (this could probably simplify some code in editarmature, I haven't done that yet). First pass for retargetting template's renaming magic. For now, in new retargetted bone's name: %S (side) and %N (number) will be replaced by user defined strings. Will need to experiment on how useful that is and how it could be better. |
Revision d5ae032 by Nathan Letwory November 8, 2008, 13:39 (GMT) |
* typo fix |
Revision d1248ff by Nathan Letwory November 8, 2008, 13:38 (GMT) |
=== BPy API === * add two optional arguments to control click step and precision of Number buttons. |
Revision fecdd60 by Nathan Letwory November 8, 2008, 12:01 (GMT) |
* use msvc proposed names when building on win32 |
Revision e3ca876 by Benoit Bolsee November 7, 2008, 20:13 (GMT) |
VideoTexture: forgot to commit MSVC project file, strange that nobody noticed... |
Revision 0a825b4 by Nathan Letwory November 7, 2008, 19:49 (GMT) |
* fix typo found by brecht |
Revision ade1495 by Nathan Letwory November 7, 2008, 19:48 (GMT) |
* fix for typo found by brecht |
Revision 4114ce7 by Martin Poirier November 7, 2008, 19:44 (GMT) |
Correct stroke normal alignment for retargetting (transform into edit armature local space) |
Revision 6eaaf2c by Nathan Letwory November 7, 2008, 19:21 (GMT) |
=== SCons === * merge the recent scons changes from trunk, so this means that the same rules now apply: - scons-local available - platform default configs updated - check your user-config.py if you have made a full copy of default config Note: BGE and blenderplayer still not working, but that is normal ;) (so turn them off!) |
Revision 37c1fd2 by Campbell Barton November 7, 2008, 15:16 (GMT) |
[#17958] Windows path fix for image_edit.py script. Modified to work in linux too, on my system subprocess.Popen(appstring) only works when appstring is a list. Blenders __import__ didnt support keywords like pythons causing the subprocess module to fail for me. added keywords to blenders c/api import to match pythons. |
Revision 8b2811d by Benoit Bolsee November 7, 2008, 10:54 (GMT) |
VideoTexture: VideoTexture.materialID() can now take texture image name. You can specify a image name (starting with 'IM') instead of a material name in VideoTexture.materialID() and return the material ID matching this texture. The advantage of this method is that is works with blender material and UV texture. In case of UV texture, it grabs the internal material corresponding to the faces that are assigned to this texture. In case of blender material, it grabs the material that has an image texture matching the name as first texture channel. In both cases, the texture id used in VideoTexture.Texture() should be 0. Ex: matID = VideoTexture.materialID(obj,'IMvideo.png') GameLogic.video = VideoTexture.Texture(obj, matID, 0) |
Revision f7135d9 by Campbell Barton November 7, 2008, 06:50 (GMT) |
simple mistake broke clone tool. |
Revision 7e8ba5c by Brecht Van Lommel November 7, 2008, 02:58 (GMT) |
RNA * Added more error prints for wrong definitions, for cases that would laters cause problems compiling or crash at runtime, and also made messages more clear. * Added some skeleton code for main/ID/mesh/vertex types for testing. * Added support for automatic arrays as collections using SDNA. * Changed how pointers to data work. Now they are always wrapped in a PointerRNA struct, which contains the data pointer and type, and also the data pointer and type of the ID datablock that this belongs to, since for example a vertex on it's own may not have enough information for some operations, it also needs the mesh. * Added some code for defining dependencies with RNA, and looking up data with paths like: scenes[0].objects["Cube"].data.verts[7].co. Note sure either will end up being used, this is experimental. http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNA |
Revision 5567f3d by Benoit Bolsee November 6, 2008, 23:52 (GMT) |
VideoTexture: comment was misplaced after previous commit. |
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